Dingpot
Dingpots are animated objects created to assist in magical and alchemical research—or simply to help in the kitchen. Often cheerful, dingpots delight in serving up delicious meals, soothing tea, and the occasional magical draught.
Dingpots are animated objects created to assist in magical and alchemical research—or simply to help in the kitchen. Often cheerful, dingpots delight in serving up delicious meals, soothing tea, and the occasional magical draught.
Weapon (longsword), artifact (requires attunement) Few ever saw the gleaming blade Dämglesvir before the God’s End, as only the emperor was permitted to draw the sword from its sheath. Now its blade and hilt are black, like a weapon dipped in shadow. Aspirant At this tier of Attunement, you have the following benefits:
General Feat (Prerequisite: Level 4+, Dexterity 13+) You gain the following benefits. Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20. Parry. If you’re holding a Finesse weapon and another creature hits you with a melee attack, you can take a Reaction to add your Proficiency Bonus to your Armor Class, potentially causing the attack to miss you. You gain this bonus…
Weapon (war pick), legendary (requires attunement) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon’s bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The…
Wondrous Item, common While holding or wearing this item, you can take a Magic action to summon or dismiss a dome of energy that manifests just above your head. This energy repels moderate quantities of frozen and liquid water, such as rain, snow, bird droppings, or other similar nuisances, but can’t be used to protect against harsh environmental hazards or attacks. The energy field is typically…
You have Immunity to all damage until the start of your next turn, including the triggering damage. For the duration, your Speed can’t be reduced, any current reductions to your Speed are suspended, and no effect can move you against your will. Available For: Paladin (Legacy), Paladin, Paladin
Terrifying in scale and overwhelming power, goristros are giant demons capable of bringing cities to ruin. These demons embody senseless anarchy and nihilistic destruction, and they take special offense at creatures or structures that rival them in size. Castles, towers, giants, and beasts of war are all common victims of these monsters’ wrath. Goristros resemble hunched, primeval minotaurs…
Weapon (any melee weapon), legendary (requires attunement) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon’s bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class.…
Type: Martial Melee Weapon Cost: 300 GP Weight: 2 lbs Damage: 1d4 Bludgeoning Properties: Light, Thrown (range 20/60), Returning Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Returning Club, you must take the Advanced Weapon Proficiency feat. This weapon has the following Mastery Property. To use this…
Weapon (greatclub), legendary (requires attunement) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon’s bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The…
Weapon (club), legendary (requires attunement) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon’s bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted…
Level 4 Divination (Cleric, Druid, Wizard) Casting Time: Action or Ritual Range: Self Components: V, S, M (incense worth 25+ GP, which the spell consumes) Duration: Instantaneous This spell puts you in contact with a god or a god’s servants. You ask one question about a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply, which might be a short phrase or…
The Ruinbound are mutants that can be born to any humanoid species that has contact with the Daelkyr or their minions. A Ruinbound is born with a personal symbiont—an unnatural entity bound to the child. Unlike most symbionts, this entity cannot be separated from its host, and the two are permanently fused. Many Ruinbound have additional disturbing mutations; you can roll on the Ruinbound…
“Clo-bi-oh-don” (Cage tooth) This whole area was filled with lil’ fish-snatching pterosaurs. They kept their distance from us – I guess they’re used to being plucked off of the ground by small predators. Still, beautiful creatures to see flyin’ and fascinatin’ to observe perchin’ on rocks. They fed by flyin’ low over the water and quickly dippin’ their heads in, nabbin’ unaware fish. Nifty stuff.…
Armor (ring mail), rare You have a +1 bonus to AC while wearing this armor. This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor.
Abvekus are demons that embody assassins’ sadistic professionalism. Patient killers, they prefer to stalk targets from afar before striking. These targets might be the abvekus’ enemies or the enemies of demon lords or powerful villains the abvekus serve. Abvekus are bipedal, insectile demons whose arms end in scythe-like claws. They take pride in their kills and sometimes wear or otherwise…
Wondrous Item, uncommon (requires attunement) This glass orb is a useful defense against meddlesome mages and magic-wielding spies. Detect Divination. When you are targeted by a spell from the Divination school, the orb glows bright green for the spell’s duration. Spellcasting Focus. This orb can be used as an Arcane Focus.
Type: Simple Melee Weapon Cost: 2 SP Weight: 10 lbs Damage: 1d8 Bludgeoning Properties: Two-Handed, Push Proficiency with a Greatclub allows you to add your proficiency bonus to the attack roll for any attack you make with it. This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Push. If you hit a creature with this weapon, you can…
Armor (ring mail), very rare You have a +2 bonus to AC while wearing this armor. This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor.
Wondrous Item, common When you roll a 1 on a saving throw or ability check, you can use this preserved rabbit foot’s magic to reroll the die. You must use the new roll, and the foot disintegrates.
Weapon (maul), legendary (requires attunement) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon’s bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted…
Wondrous Item, very rare (requires attunement) These black leather and bone chain gloves spread sickness and decay to anything they touch. While wearing the gloves, your Unarmed Strikes deal 1d6 Necrotic damage instead of the usual Bludgeoning damage. This damage is maximized if you hit a plant or Plant creature with the attack. In addition, while wearing the gloves, you can cast one of the…
You create a magical dueling ground bounded by a glowing, rune-scribed circle in a 15-foot-radius Sphere centered on a point on the ground you touch. As part of creating the dueling ground, you designate two willing creatures within the Sphere as the targets. The spell ends early if a creature other than one of the targets enters the Sphere. If a target drops to 0 Hit Points while in the dueling…
You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors. When you cast the spell, you change the current weather conditions, which are determined by the DM. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change…
Graveborn are a ghoul-like species native to Syndramas, typically rising from one of the countless graves that mark the frozen battlefields of the province. They were first created in a kingdom-wide ritual that twisted countless humans into new Undead creatures that barely resembled who they once were. Graveborn now wage war endlessly and perpetuate a culture of martial prowess, relentlessness,…
In better days, Rudolph van Richten lived with his wife, Ingrid, and son, Erasmus, in their family home outside Rivalis in the domain of Darkon. The brash doctor Rudolph ran afoul of the Radanaviches, a family of brigands disguised as Vistani travelers. When the doctor refused to treat one of the family’s mortally ill members, the group’s leader, Irena Radanavich, ordered her band to kidnap…
This monster is part of the The Crooked Moon Part Two: Monsters & Adventure Campaign. You can unlock it by purchasing the book in our marketplace.